We've been establishing `screen` as meaning "a coordinate rooted at the
top-left corner of the display", whereas most of the Subpixels in >TH01
are rooted at the top-left of the playfield.
Part of P0112, funded by [Anonymous] and Blue Bolt.
Whew, time to look at every `int` variable we ever declared! The best
moment to do this would have been a year ago, but well, better late
than never. No need to communicate that in comments anymore.
These shouldn't be used for widths, heights, or sprite-space
coordinates. Maybe we'll cover that another time, this commit is
already large enough.
Part of P0111, funded by [Anonymous] and Blue Bolt.
Or, in more relevant news: That's the function that forced TH01's
pellet sprites to be defined in C land. First sprite to make that jump.
Part of P0102, funded by Yanga.
… pellet unblitting uses a *doubly* sloppy 16×8 rectangle. 🤦
The resulting terrible flickering is probably why the Stage 15 and 20
battles enable this weird "interlace" mode that only renders and
hit-tests half of the pellets each frame… except that player shots
are still hit-tested every frame?
So yeah, your eyes aren't deceiving you, the game does effectively drop
its perceived frame rate in the Elis, Kikuri, Sariel, and Konngara
fights, and it does so deliberately.
And *then* you realize that those weird hit tests are actually a
futile attempt to mitigate the disastrous effects of a way too large
unblitting rectangle. Congratulations, you've found the most stupid
piece of code in this game.
Part of P0102, funded by Yanga.
Note how Turbo C++ auto-generates that call to `operator new`, which
you don't see in the decompilation anymore. So yeah, as soon as you add
a constructor, Turbo C++ enforces heap allocation for any instance of
that class, even function-local ones that would otherwise be
stack-allocated.
That's where the bad reputation of C++ comes from, I guess?
Part of P0102, funded by Yanga.
First off: 👏 Just 👏 pass 👏 a 👏 reference 👏 to 👏 the 👏
currently 👏 iterated 👏 pellet 👏 if 👏 you 👏 need 👏 to 👏
modify 👏 it 👏
Second: Don't we hit-test pellets vs. shots already, in the CShots
class? So what is this garbage…?!
Completes P0101, funded by Yanga and Ember2528.
Actually quite cute with their hardcoded limitations, since the created
patterns do follow a clear logic.
But yeah, no 6-way spreads for you, we only support 2-, 3-, 4-, and
5-way ones here :zunpet:
Part of P0101, funded by Yanga and Ember2528.
Look, an unused pellet motion type! Which doesn't work as intended
thanks to no fewer than 3 ZUN bugs in one single if() expression.
Part of P0100, funded by Yanga.
A 4227-byte structure, with 100 pellet_t instances followed by a few
other data members. A textbook example of why you can't just quickly
get full position independence by parsing individual lines of ASM.
Part of P0100, funded by Yanga.